446 lines
16 KiB
C#
446 lines
16 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using OpenSim.Region.Physics.Manager;
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namespace OpenSim.Region.Physics.Meshing
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{
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internal class Extruder
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{
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public float startParameter;
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public float stopParameter;
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public PhysicsVector size;
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public float taperTopFactorX = 1f;
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public float taperTopFactorY = 1f;
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public float taperBotFactorX = 1f;
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public float taperBotFactorY = 1f;
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public float pushX = 0f;
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public float pushY = 0f;
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// twist amount in radians. NOT DEGREES.
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public float twistTop = 0;
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public float twistBot = 0;
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public float twistMid = 0;
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public float pathScaleX = 1.0f;
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public float pathScaleY = 0.5f;
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public float skew = 0.0f;
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public float radius = 0.0f;
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public float revolutions = 1.0f;
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public float pathCutBegin = 0.0f;
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public float pathCutEnd = 1.0f;
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public ushort pathBegin = 0;
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public ushort pathEnd = 0;
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public float pathTaperX = 0.0f;
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public float pathTaperY = 0.0f;
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public Mesh Extrude(Mesh m)
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{
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startParameter = float.MinValue;
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stopParameter = float.MaxValue;
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// Currently only works for iSteps=1;
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Mesh result = new Mesh();
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Mesh workingPlus = m.Clone();
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Mesh workingMiddle = m.Clone();
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Mesh workingMinus = m.Clone();
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Quaternion tt = new Quaternion();
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Vertex v2 = new Vertex(0, 0, 0);
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foreach (Vertex v in workingPlus.vertices)
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{
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if (v == null)
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continue;
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// This is the top
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// Set the Z + .5 to match the rest of the scale of the mesh
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// Scale it by Size, and Taper the scaling
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v.Z = +.5f;
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v.X *= (size.X * taperTopFactorX);
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v.Y *= (size.Y * taperTopFactorY);
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v.Z *= size.Z;
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//Push the top of the object over by the Top Shear amount
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v.X += pushX * size.X;
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v.Y += pushY * size.X;
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if (twistTop != 0)
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{
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// twist and shout
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tt = new Quaternion(new Vertex(0, 0, 1), twistTop);
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v2 = v * tt;
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v.X = v2.X;
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v.Y = v2.Y;
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v.Z = v2.Z;
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}
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}
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foreach (Vertex v in workingMiddle.vertices)
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{
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if (v == null)
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continue;
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// This is the top
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// Set the Z + .5 to match the rest of the scale of the mesh
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// Scale it by Size, and Taper the scaling
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v.Z *= size.Z;
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v.X *= (size.X * ((taperTopFactorX + taperBotFactorX) /2));
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v.Y *= (size.Y * ((taperTopFactorY + taperBotFactorY) / 2));
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v.X += (pushX / 2) * size.X;
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v.Y += (pushY / 2) * size.X;
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//Push the top of the object over by the Top Shear amount
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if (twistMid != 0)
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{
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// twist and shout
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tt = new Quaternion(new Vertex(0, 0, 1), twistMid);
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v2 = v * tt;
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v.X = v2.X;
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v.Y = v2.Y;
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v.Z = v2.Z;
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}
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}
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foreach (Vertex v in workingMinus.vertices)
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{
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if (v == null)
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continue;
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// This is the bottom
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v.Z = -.5f;
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v.X *= (size.X * taperBotFactorX);
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v.Y *= (size.Y * taperBotFactorY);
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v.Z *= size.Z;
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if (twistBot != 0)
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{
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// twist and shout
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tt = new Quaternion(new Vertex(0, 0, 1), twistBot);
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v2 = v * tt;
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v.X = v2.X;
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v.Y = v2.Y;
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v.Z = v2.Z;
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}
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}
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foreach (Triangle t in workingMinus.triangles)
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{
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t.invertNormal();
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}
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result.Append(workingMinus);
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result.Append(workingMiddle);
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int iLastNull = 0;
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for (int i = 0; i < workingMiddle.vertices.Count; i++)
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{
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int iNext = (i + 1);
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if (workingMiddle.vertices[i] == null) // Can't make a simplex here
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{
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iLastNull = i + 1;
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continue;
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}
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if (i == workingMiddle.vertices.Count - 1) // End of list
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{
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iNext = iLastNull;
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}
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if (workingMiddle.vertices[iNext] == null) // Null means wrap to begin of last segment
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{
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iNext = iLastNull;
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}
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Triangle tSide;
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tSide = new Triangle(workingMiddle.vertices[i], workingMinus.vertices[i], workingMiddle.vertices[iNext]);
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result.Add(tSide);
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tSide =
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new Triangle(workingMiddle.vertices[iNext], workingMinus.vertices[i], workingMinus.vertices[iNext]);
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result.Add(tSide);
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}
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//foreach (Triangle t in workingPlus.triangles)
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//{
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//t.invertNormal();
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// }
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result.Append(workingPlus);
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iLastNull = 0;
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for (int i = 0; i < workingPlus.vertices.Count; i++)
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{
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int iNext = (i + 1);
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if (workingPlus.vertices[i] == null) // Can't make a simplex here
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{
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iLastNull = i + 1;
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continue;
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}
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if (i == workingPlus.vertices.Count - 1) // End of list
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{
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iNext = iLastNull;
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}
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if (workingPlus.vertices[iNext] == null) // Null means wrap to begin of last segment
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{
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iNext = iLastNull;
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}
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Triangle tSide;
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tSide = new Triangle(workingPlus.vertices[i], workingMiddle.vertices[i], workingPlus.vertices[iNext]);
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result.Add(tSide);
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tSide =
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new Triangle(workingPlus.vertices[iNext], workingMiddle.vertices[i], workingMiddle.vertices[iNext]);
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result.Add(tSide);
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}
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if (twistMid != 0)
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{
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foreach (Vertex v in result.vertices)
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{
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// twist and shout
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if (v != null)
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{
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tt = new Quaternion(new Vertex(0, 0, -1), twistMid*2);
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v2 = v * tt;
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v.X = v2.X;
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v.Y = v2.Y;
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v.Z = v2.Z;
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}
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}
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}
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return result;
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}
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public Mesh ExtrudeCircularPath(Mesh m)
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{
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//startParameter = float.MinValue;
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//stopParameter = float.MaxValue;
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// Currently only works for iSteps=1;
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Mesh result = new Mesh();
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Quaternion tt = new Quaternion();
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Vertex v2 = new Vertex(0, 0, 0);
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Mesh newLayer;
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Mesh lastLayer = null;
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int start = 0;
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int step;
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int steps = 24;
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float twistTotal = twistTop - twistBot;
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if (System.Math.Abs(twistTotal) > (float)System.Math.PI * 1.5) steps *= 2;
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if (System.Math.Abs(twistTotal) > (float)System.Math.PI * 3.0) steps *= 2;
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double percentOfPathMultiplier = 1.0 / steps;
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double angleStepMultiplier = System.Math.PI * 2.0 / steps;
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//System.Console.WriteLine("twistTop: " + twistTop.ToString() + " twistbot: " + twistBot.ToString() + " twisttotal: " + twistTotal.ToString());
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float yPathScale = pathScaleY * 0.5f;
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float skewStart = -skew;
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float skewOffset = 0.0f;
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float totalSkew = skew * 2.0f;
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float startAngle = (float)(System.Math.PI * 2.0 * pathCutBegin * revolutions);
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float endAngle = (float)(System.Math.PI * 2.0 * pathCutEnd * revolutions);
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float stepSize = (float)0.2617993878; // 2*PI / 24 segments
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step = (int)(startAngle / stepSize);
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float angle = startAngle;
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float xProfileScale = 1.0f;
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float yProfileScale = 1.0f;
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//System.Console.WriteLine("startAngle: " + startAngle.ToString() + " endAngle: " + endAngle.ToString() + " step: " + step.ToString());
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bool done = false;
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//System.Console.WriteLine(" PathScaleX: " + pathScaleX.ToString() + " pathScaleY: " + pathScaleY.ToString());
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//System.Console.WriteLine("taperBotFactorX: " + taperBotFactorX.ToString() + " taperBotFactorY: " + taperBotFactorY.ToString()
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// + " taperTopFactorX: " + taperTopFactorX.ToString() + " taperTopFactorY: " + taperTopFactorY.ToString());
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do
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{
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float percentOfPath = 1.0f;
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percentOfPath = (angle - startAngle) / (endAngle - startAngle); // endAngle should always be larger than startAngle
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// System.Console.WriteLine("angle: " + angle.ToString() + " percentOfPath: " + percentOfPath.ToString());
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if (pathTaperX > 0.001f) // can't really compare to 0.0f as the value passed is never exactly zero
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xProfileScale = 1.0f - percentOfPath * pathTaperX;
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else if (pathTaperX < -0.001f)
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xProfileScale = 1.0f + (1.0f - percentOfPath) * pathTaperX;
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else xProfileScale = 1.0f;
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if (pathTaperY > 0.001f)
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yProfileScale = 1.0f - percentOfPath * pathTaperY;
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else if (pathTaperY < -0.001f)
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yProfileScale = 1.0f + (1.0f - percentOfPath) * pathTaperY;
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else yProfileScale = 1.0f;
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float radiusScale;
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if (radius > 0.001f)
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radiusScale = 1.0f - radius * percentOfPath;
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else if (radius < 0.001f)
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radiusScale = 1.0f + radius * (1.0f - percentOfPath);
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else radiusScale = 1.0f;
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//radiusScale = 1.0f;
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//System.Console.WriteLine("Extruder: radius: " + radius.ToString() + " radiusScale: " + radiusScale.ToString());
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float twist = twistBot + (twistTotal * (float)percentOfPath);
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float zOffset = (float)(System.Math.Sin(angle) * (0.5f - yPathScale)) * radiusScale;
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float yOffset = (float)(System.Math.Cos(angle) * (0.5f - yPathScale)) * radiusScale;
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float xOffset = 0.5f * (skewStart + totalSkew * (float)percentOfPath);
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newLayer = m.Clone();
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Vertex vTemp = new Vertex(0.0f, 0.0f, 0.0f);
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if (twistTotal != 0.0f || twistBot != 0.0f)
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{
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Quaternion profileRot = new Quaternion(new Vertex(0.0f, 0.0f, -1.0f), twist);
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foreach (Vertex v in newLayer.vertices)
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{
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if (v != null)
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{
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vTemp = v * profileRot;
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v.X = vTemp.X;
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v.Y = vTemp.Y;
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v.Z = vTemp.Z;
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}
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}
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}
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Quaternion layerRot = new Quaternion(new Vertex(-1.0f, 0.0f, 0.0f), (float)angle);
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foreach (Vertex v in newLayer.vertices)
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{
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if (v != null)
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{
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vTemp = v * layerRot;
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v.X = xProfileScale * vTemp.X + xOffset;
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v.Y = yProfileScale * vTemp.Y + yOffset;
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v.Z = vTemp.Z + zOffset;
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}
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}
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if (angle == startAngle) // last layer, invert normals
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foreach (Triangle t in newLayer.triangles)
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{
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t.invertNormal();
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}
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result.Append(newLayer);
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int iLastNull = 0;
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if (lastLayer != null)
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{
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int i, count = newLayer.vertices.Count;
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for (i = 0; i < count; i++)
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{
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int iNext = (i + 1);
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if (lastLayer.vertices[i] == null) // cant make a simplex here
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iLastNull = i + 1;
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else
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{
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if (i == count - 1) // End of list
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iNext = iLastNull;
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if (lastLayer.vertices[iNext] == null) // Null means wrap to begin of last segment
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iNext = iLastNull;
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result.Add(new Triangle(newLayer.vertices[i], lastLayer.vertices[i], newLayer.vertices[iNext]));
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result.Add(new Triangle(newLayer.vertices[iNext], lastLayer.vertices[i], lastLayer.vertices[iNext]));
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}
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}
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}
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lastLayer = newLayer;
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// calc next angle
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if (angle >= endAngle)
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done = true;
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else
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{
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angle = stepSize * ++step;
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if (angle > endAngle)
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angle = endAngle;
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}
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}
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while (!done);
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// scale the mesh to the desired size
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float xScale = size.X;
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float yScale = size.Y;
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float zScale = size.Z;
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foreach (Vertex v in result.vertices)
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if (v != null)
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{
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v.X *= xScale;
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v.Y *= yScale;
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v.Z *= zScale;
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}
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return result;
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}
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}
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}
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